Freebie power armor rules for d20 future [AAP]

I needed some power armor for a sci-fi game I'm running for my wife, and realized that there was nothing really in d20 future to allow for it very well.

I looked at d20 modern, and concepts of how armor and vehicles work. I also looked over the design systems in d20 Future for starships and mecha. I think that they did have the right idea, but failed to impliment it properly. After tinkering a bit, I came up with the following rules for building power armor:

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Power Armor:
Power armor stands as the perfect merging of vehicle and armor, allowing excellent maneuverability combined with complete protection from enemy fire. It consists of a sealed suit of hard plates and armored overlapping joints. Even the helmet is armored, and without it, the wearer looses access to the suit's communication and sealed system features.
Power is usually provided by either a micro-fusion cell capable of powering the basic needs of the suit for a week of continual use.

Code:
Type		Defense	HP	Hard	Strength	Speed	Max Dex	Penalty	Buy DC	Restrict
Power, Light	+10	25	10	+4 (x2)		30/20	+4	-6	27	Lic
Power, Medium	+10	50	15	+8 (x2)		20/15	+2	-8	30	Lic
Power, Heavy	+10	75	20	+16 (x2)	15/10	+0	-10	33	Lic

All power armor has the following items built in:
  • A full communication suite. The range is about 10 miles, but can be boosted with a relay station. Military and police versions have encrypted systems, while civilian and disaster support models only allow public channels.
  • Sealed systems and full life support. The support cells can provide breathable air for up to 24 hours. The armor is also sealed fully against environmental dangers, including vacuum, poisonous atmospheres, deadly bio-agents, and even extreme environmental heat and cold. Even if pierced, the armor is self-sealing unless reduced to 0 hit points. The support cells can be recharged onboard any ship or station.
  • Emergency medical kit. This kit will automatically stabilize any person reduced to -1 or lower hit point. The kit can also negate toxins in the wearer's bloodstream. This takes no roll, but only prevents secondary damage, since the initial damage happens before the suit can detect the toxins. This kit cannot restore a person to life, nor can it heal any further damage beyond making the user stable.

In addition, power armor has the following abilities.
  • Power armor was created to carry heavy loads, and the character’s carry capacity is doubled. The armor’s weight is not included in that calculation, since it provides it’s own support.
  • All power armor can cause 1d6 lethal damage with a punch, kick, or stomp. The armor’s strength bonus does affect melee combat.
  • The hit points of power armor are normally used before any hp of a wearer. If a critical hit is rolled against a target wearing power armor, then both the armor and the occupant take the weapon’s NORMAL damage (not doubled or tripled).

All powered armor needs the Power Armor Proficiency feat. Those without it cannot really pilot the Power Armor, since it takes both physical and mental training to give the suit the correct commands. Without such training, such suits are coded to not respond. This same feature can be used to 'code' a suit so that it will not accept anyone but its owner. In some cases, paranoid people have been known to trap their suit if anyone else tries to activate it.

Light Power Armor:
Commonly used for mobile scouts and space suits in hazardous environments. Police also use them for dealing with assaults against civilian criminals. These suits allow the most personal dexterity and maneuverability.
Light power armor has room enough for either one built in large weapon or two built in medium/small weapons.

Medium Power Armor:
Most suits of medium power armor are used in the military and rescue services.
Medium power armor has room enough for either one built in large weapon or three built in medium/small weapons.

Heavy Power Armor:
Bulky and ponderous, heavy power armor is the ultimate in personal defense. Impervious to all but military grade weapons, it is most often used as assault armor against targets that conventional tanks can't get to.
Medium power armor has room enough for two built in large weapon or four built in medium/small weapons. It can also be fitted with the weapon-platform template that allows for even more weapons (or one huge one) to be attached.​

Notes about power armor in play:
Power armor is not something to be taken lightly, as is shown by the costs given above. Even light power armor can make a character nigh-invulnerable to most civilian-grade weapons. Heavy power armor makes the character a mobile tank, and should be considered one for all effective purposes. Also, keep in mind that enemies in power armor make for a deadly foe, and should be used with care.

Power Armor Templates:
All armors can be outfitted with templates to allow them special features. A power suit can have one template attached to it for every progress level above 5 that it was constructed in. This means that a PL 7 suit can use up to two templates, while PL 8 can use three.

Assault Armor Template:
This upgrade allows improved protection at no cost in speed or maneuverability.
PL: 6
Limits: None.
Hardness: +5.
HP: +25.
Purchase DC: +5.

Flight Armor Template:
This upgrade allows full flight. Flight is offered at a speed equal to ten times the armor's ground movement speed. The armor penalty is not counted against skill checks to pilot the armor.
PL: 7
Limits: Pilot skill to use flight abilities.
Max Flight Speed: x10 base speed.
Purchase DC: +5.

Quick Armor Template:
This upgrade allows improved speed and maneuverability. It also includes Jumpjets to allow jumps of up to double the suit's new speed as a half action. This jump can either be up or forward.
PL: 6
Limits: None.
Armor penalty: Reduce by 2.
Max Dex: Increased by 2.
Speed: x2 base (x4 base for jumps).
Purchase DC: +5.

Stealth Armor Template:
This system allows the use of the wearers hide and move silently skills without an armor penalty, and with a +2 bonus for camouflage.
PL: 6
Limits: Light power armor only.
Purchase DC: +3.

Cloaked Armor Template:
The armor is coated in a chameleon skin that allows near invisibility as long as the target is standing absolutely still. Movement allows enemies to see a kind of ‘ripple effect’ that shows the armor’s general location. In this case, the coating only gives a +4 to defense.
PL: 7
Limits: None.
Purchase DC: +5.

Weapon Platform Template:
The armor is outfitted with a heavy weapon mount. This allows one extra weapon of size Huge to be used by the wearer. The weapon must be specially built for the armor, and the purchase DC for it is increased by 2.
PL: 6
Limits: Heavy power armor only.
Purchase DC: +3 (Not counting weapon).​


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I don't know if I'll be selling this as a product, but figured that since it would become OGL anyway... I'll let you guys have this now instead of waiting for my move to the new house and resetup of business internet.

Enjoy, and let me know if it becomes useful or if you have any questions...

Later,
 

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These are too strong, IMO. Why is Armor Proficiency (powered) so much stronger than Armor Proficiency (heavy) when they both cost you one additional feat slot?

This is more like Mecha Operation, and would only be balanced if your opponent is also in powered armor/mecha.
 

progress level 8 have a power armor that gives a boost to strength and refext saves (and a small bit of movement speed). then just slap on it all kinds of devices and so on useing the gadget system. the universal armor gadgets are your friend ;)

anything more powerfull then that and your going into mecha contry ;)
 

Got news for you, Power armor IS mecha country. Always has been in fiction.

Anyway, here's a sample suit design:

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Seraphim Support Power Armor
PL: 7
Defense: +10
Hit Points: 25
Hardness: 10
Strength: +4 (x2 normal carry capacity)
Speed: 60/40, Flight 300 feet (30 squares), Jump 120 feet (up or forward only)
Max Dex Bonus: +6
Armor Penalty: -4
Purchase DC: 38
Restriction: Only used by the martial nuns of the temple of the Holy Light.

Integrated Weapons:
Wrath-bringer Plasma rifle; Dmg 3d10 fire; Crit 20; Range 80 feet; Rof s, a; Ammo 300 rounds in backpack (an additional 20 lbs. weight); Size large; Weight 8 lbs.

Background:
The Seraphim model of power armor was designed from the ground up as a highly mobile scouting and military support system. It is easily recognized on the battlefield due to its high-pitched shriek while using the Uther 3 model micro-turbine for both its flight and jumping ability. Outfitted with the lightest alloys available, this armor is still capable of facing heavy infantry head on with minimal losses.

Built into the suit’s right arm is the Wrath-bringer Plasma rifle. Modeled to look like an ornate sword, it extends from the armor’s forearm. It emits a high-energy plasma burst from its tip, causing a hypersonic boom as the burst leaves the muzzle. The weapon was designed to be retractable when not in use, and does not interfere with the armor’s hand or overall agility.
 

Got news for you, Power armor IS mecha country. Always has been in fiction.

Not the case for StarCraft, Star Wars or Star Drive. (Mmm... lots of stars.)

Why not make these "mini-mecha"? That'll actually save you a feat and help resolve the balance issues.
 

?

Changing the name?

Resolves balance issues?

Ok... How does changing out a feat resolve all of the balance issues with having a suit of armor that makes you a walking tank?

Also, try Starship Troopers (the book) for the orignal power armor story. Try firing close-range nukes for fun an profit. Also, I have star-drive... The power armor in it was not weak by any standard.
 

Acolyte Trooper Power Armor
PL: 7
Defense: +10
Hit Points: 50
Hardness: 15
Strength: +4 (x2 normal carry capacity)
Speed: 30/20
Max Dex Bonus: +4
Armor Penalty: -6
Purchase DC: 33
Restriction: Only used by the acolyte soldiers of the temple of the Holy Light.

Integrated Weapons:
Twin, arm-mounted Chastiser Plasma guns; Dmg 2d10 fire; Crit 20; Range 40 feet; Rof s; Ammo 150 rounds per gun in backpack (an additional 20 lbs. weight total); Size medium (x 2); Weight 6 lbs.

Carried Weapons:
Excalibur 3 Vibro-sword; Dmg 2d8+str bonus slashing; Crit 19-20; Size large; Weight 2 lbs.

Background:
Created to be cheap and effective shock-troop armor, the acolyte uses tried and true technology to keep the cost of mass production down.

Mounting a Chastiser Plasma gun on each forearm, this model is made for close-range combat. To assist this, a modified version of the Excalibur Vibro-sword was produced to take power directly from the suit’s core. Even when out of ammunition, an acolyte is a deadly threat.

Of all the mobile armor of the Holy Light Church, Acolyte soldiers are the most numerous. They are expert warriors, trained in both melee and ranged combat, and fight with a zeal that have caused their enemies to falter more than once.
 

TheFool1972 said:
?

Changing the name?

Yes, change the name of the feat to ... MiniMecha Operation, or something like that.

Resolves balance issues?

Ok... How does changing out a feat resolve all of the balance issues with having a suit of armor that makes you a walking tank?

Read on and find out!

Star Wars was the first D20 system made by WotC that I saw with powered armor. It cost the same three feats as it did in D20 Future.

An example would be stormtrooper armor. If gave you defensive bonuses equal to that of medium armor but you moved at full speed and it gave you another bonus on top of that. This was pretty balanced with plain heavy armor, which gave you more defensive benefits, but just the one benefit.

There are no suits of heavy armor in the game that will give you a Defense bonus of greater than +9 and give you DR and extra hit points on top of that.

Now D20 Future had some powered armor suits of different styles (eg some would give you +10 Defense) but even so you're still not getting other bonuses on top of that (eg no speed bonus) and again you're not clearly better than the other grunts on the battlefield. While Armor Proficiency (powered) may be a bit overpowered in Future since it lets you get all the benefits of Armor Proficiency (heavy) without spending another feat, you're still not going to be overpowered by wearing any individual suit of powered armor.

A character in powered armor shouldn't have any problems dealing with opponents in regular armor. Yeah your armor is better than theirs, but you spent a feat, and you got a feat's worth out of it. Getting DR and extra hit points on top of that is worth way more than a feat.

Here's how the name change fixes it. Make it Mecha Operation (and Mecha Weapons Proficiency). That only costs two feats, but it's very clear that a Mecha should [/i]not[/i] be in combat with regular grunts in their piddling suits of armor. When you're in a mecha, you fight mecha and tanks. If you fight infantry, the XP gained from combat is going to be reduced by quite a lot because of all your advantages. (This is true even if they're using rocket launchers.)

Also, try Starship Troopers (the book) for the orignal power armor story. Try firing close-range nukes for fun an profit.

Cool but not balanced. If you convert them to a game system you would have to balance them. (A pocket nuke becomes a plot device rather than a weapon.)

Also, I have star-drive... The power armor in it was not weak by any standard.

There are two types of powered armor in Star Drive. There's powered attack armor, which is on par with other forms of regular combat armor (it's better, but it costs more skill points to be proficient, and it's not HUGELY better) and there's body tanks, which are more like mecha (that's why they have Good armor values instead of Ordinary armor values).

Powered attack armor would convert to powered armor in D20 Future and a body tank would convert to a mecha.
 

Sadly, I don't see it, Chris. I'm just going to treat it like I do a heavy, two handed plasma cannon: Like a very powerful piece of equipment.

Feel free to modify it and repost it your way, though.
 

Thanks for taking the time to post this. I appreciate the effort and it's good to see folks sharing d20 material. Even if people disagree, at least we're talking about it. In the end, the we'll all benefit from it (and though I don't exactly need powered armor at the moment, I'll certainly yoink some of this should the need arise :) ).
 

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